IKAROS Theater v4.1.0
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guys thanks a lot but where is turkish airbase in campaign ? how about do you say this topic? can’t we choose turkish airbase in starting campaign?
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I’ve tested both my TEs (“Operation Colossus” a.k.a “AAR practise” and “Battle for Karpathos”), with the new version, and after loading them in Mission Commander and saving them in 4.1.0, everything appears to work fine. I’ve only tested “Battle for Karpathos” in 2d for now at 64x acceleration, but it looks like the units on both sides behave like they’re expected to and LGKP is captured around 13:30 if no human flights intervene.
I’ll go over the “AAR practice” TE over the next couple of weeks adding some of those juicy civilian planes that have been added with 4.1.0, but for now feel free to convert those TEs to 4.1.0 format using Falcas’ “Mission Commander” if you want to fly them in the updated theater.
Thanks again to the BMS & IKAROS devs for their wonderful creations.
All the best,
Uwe
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Yavuz in IKAROS folder there is a doc folder. There you will find the campaign documentation that explains the campaign scenario.
Take care.sent from my mi5 using Tapatalk
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Ok Arty thanks for useful data and ı will be waiting for a new and more comprehensive campaign another update.Best regards.
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I think a campaign with real world order of battle between Greece and Turkey is a much needed follow on addition, for the excellent new version o Ikaros Theater.
Actual location of HAF and TUAF airbases with the proper fighter - transport - AWACS and tanker squadrons is hopefully considered as near future single .cam file release. Thank you for your dedication and hard work to make this happen!!
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Any future campaign will utilize only new airbases. In v4.1.0 there isn’t any new turkish airbase (in fact all of them are from old Ikaros versions), hence no campaign for the turkish side. Currently, we have a number of new turkish bases in hand and additional ones will be ready in the near future.
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UI menu bug
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Well we all would want something like that.
BUT it will need extra fine tune and a killer machine to run it.If u use the borders as they are u will end up with a FLOT of 100Km were now in Korea is about double that. The ground units will be crowded so much that FPS over the FLOT will suffer. At least that was the case in the past. Maybe now it will be better but still if the whole Army from both sides gets close to the border it will be CPU HELL.
I don’t know how the Airwar will act on the islands… Air lift will be ok but is it auto working in an SP Campaign.
So the best part would be if Turkey had captured northern Greece and have a 215Km Area for ground forces to play or vice versa…
Also nice scenario would be Bulgaria team up with Greece or Generally divide the upper Balkans Area and have the Play - FLOT there to give space to ground Units.
It would be a HUGE BLAST a PvP campaign though… The Airwar will be Fantastic.
Falcon Online will flame up with something like that…Having to use extensively the Airlifts to capture Islands and stay there…
Let’s see and hope what the future will bring.
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is there any ILS charts for Greece or Turkish airbase in Docs file? I didn’t see and we need ILS charts.Do you know where we find it?
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Love the training weapons! How can I port them over to other theaters, or is that not possible?
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Fantastic news congratulation on the release, I’m downloading it and go to have some fun!!
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Very minor point: Leave_16x9.jpg in the \Data\Add-On Ikaros\Art\splash folder is missing a ‘D’ in STANDBY. The others are all fine.
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Could someone post some screenshots, either here or in the Screenshot section? I’d be very interested to see what the theater looks like, it seems very interesting!
(due to technical limitations, I cannot run 4.33.U3 at the moment so I can’t have a peek myself) -
is there any ILS charts for Greece or Turkish airbase in Docs file? I didn’t see and we need ILS charts.Do you know where we find it?
Red Dog has an Interactive Map available for IKAROS too: IKAROS - Interactive Map
His other interactive maps can be found here: Combat Sim Checklists - Interactive Maps
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@usafpga:
Love the training weapons! How can I port them over to other theaters, or is that not possible?
You cannot simply “port them”, there are many steps one should follow to achieve this functionality.
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Very minor point: Leave_16x9.jpg in the \Data\Add-On Ikaros\Art\splash folder is missing a ‘D’ in STANDBY. The others are all fine.
Thanks m8, its already been reported and fixed for a future update.
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Could someone post some screenshots, either here or in the Screenshot section? I’d be very interested to see what the theater looks like, it seems very interesting!
(due to technical limitations, I cannot run 4.33.U3 at the moment so I can’t have a peek myself)Will do Sir!
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Wonderfull theater as usual with Ikaros we’re really on holliday in the Greece sky thanks
But I’d like to know if there is an easy way to remove the pilot (body and legs) ? Yes I prefer a clear view on the consoles !;) -
Until we add this to F4Patch, go to: C:\Falcon BMS 4.33 U1\Data\Add-On Ikaros\Art\ckptart
Open the cockpit you need, and edit the 3dckpit.dat file with an editor.
Find the lines cockpitmodel2, cockpitmodel3, and cockpithudmodel
Options for cockpitmodel2 & cockpitmodel3:
2 –> Default cockpit bath (no pilot legs/body)
3548 --> Pilot body in cockpit bathOptions for cockpithudmodel:
4 --> Default no pilot - only HUD
3546 --> HUD & pilot legs
3547 --> HUD & pilot bodySo depending on what the given .dat file already has, what you would like to finally use are values 2 & 4 in the corresponding lines.
A quick tip to better/quickly understand what line is the proper one to change is this: Go fly before you change anything, when in cockpit with the pilot body put some rudder pressure, if you see the 3D legs actually moving then the cockpitmodel2 & cockpitmodel3 values should be changed, if legs are still but pedals are moving below then the cockpithudmodel value should be changed. This is due to a double configuration we did for successfully adding the pilot/legs models to most of the theater viper models, considering current available resources. In future releases all these would be much easier.